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D243 M-167: camera shake mechanism confirmed live -- first positive result
M-163's live playtest smoothed prop->pos completely (log-verified) but the visible camera shake was unchanged -- the camera's look-at filter doesn't read prop->pos at all. It reads field_488.pos, a separate variable computed from render_pos (the model's own animated-skeleton transform), independent of prop->pos even though both happened to show the same period-4 cycling symptom through a probe that only logged one of them. Retargeted the suppression at field_488.pos's actual write site (bondview2.c:10495-10497, GE_D243X3-gated, freezes it while POSEND is active). User's live playtest: "yep camera shake is gone now" -- the first positive result across the whole D243 investigation. Not a real fix -- GE_D243X3 unconditionally freezes state rather than correcting why the model's skeleton animation cycles in the first place. User also reports Bond's own rendered body still visibly duplicates/glitches, expected since this only freezes the camera-feed copy, not the render_pos draw-path read -- likely the same underlying mechanism observed through a different consumer, not yet isolated. porting-notes.md D11 gets the generalized lesson: confirm the actual consumer reads the field you fixed before spending a live-test cycle on it -- two fields can show the same symptom from one shared root cause while being genuinely independent data paths.
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@@ -46,7 +46,8 @@ Two classes:
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| `GE_D243` | `src/game/front.c` (`menu_init`, cached `s_d243`) | Per-menu-transition trace with a local per-tick frame counter (D243 stale-DL-burst screen identification). Counter is NOT numerically identical to the port's internal frame count — cross-reference by elapsed offset. | **live** (D243) |
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| `GE_D243CAM` | `src/game/bondview2.c` (`bondviewFrozenCameraTick`, three `CAMERAMODE_POSEND` branches) | Dumps eye/look-at positions (+theta/verta on the `gBondViewCutscene` branch, +dt/angle/pad on the orbit branch) per call. **Found M-143**: the `gBondViewCutscene` branch fires and its look-at (`field_3C4/8/C`) sweeps through a filter catch-up after the cutscene warp — the shake mechanism. | **live** (D243) |
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| `GE_D243M` | `src/game/bondview2.c` (`solo_char_load`, `bondviewRemovePlayerBody`, `playerTick`; cached `d243mEnabled`) + `src/game/objecthandler.c` (`drawjointlist`, both region variants) + `src/game/chr.c` (`chrTick`, `after_position_update:`) | M-151/M-154/M-159 probe for the Dam-abseil "frozen Bonds + shake": `D243M: CREATE/REMOVE` at both `bodyModel` sites; `D243M: tick` (idx/model/**propptr/chrptr**/cam modes/`prop->pos`/`field_488.pos`/`field_3B8`/`field_3C4-8-C`/**rp** = render_pos pointer, **never dereferenced** — M-154 fix 2: tick-time `render_pos` holds arbitrary stale slot contents until the first draw pass, so the pre-view root translation is logged by `chrdraw` only) while the model exists or POSEND/INTRO is active; `D243M: draw` per on-screen player render submission; `D243M: chrdraw` — M-154 per-frame model-draw census, one line per CHR render submission (Model* + raw root translation) while a scripted camera mode (POSEND/INTRO/SWIRL/FADESWIRL) is active; a second Bond instance = extra lines with *distinct* model pointers at the same frame (same model is drawn twice/frame — two passes — dedupe by (frame, model)); `D243M: onscreen` (M-159/M-162/M-163/M-166, `chr.c`) — one line per `chrTick` call while the probe is active: `vis=` `posIsOnScreen`'s result (M-159's frustum hypothesis, REFUTED by M-160) + the live `prop->pos` + `actiontype=`/`anim=` (M-160/M-164: which of `chrTick`'s branches fired, the attached-animation pointer) + `aidx=`/`animframe=` (M-166: the animation reverse-resolved to its `animation_table_ptrs1` index, GE_D193A's technique, + its current playback phase — tests whether the visible chr's animation *phase* at cutscene-entry, not just its identity, is what differs from N64) + `x2active=`/`x2raw=` (M-162/M-163, gated on `GE_D243X2`: whether the decisive save/restore experiment ran this tick, and the raw pre-restore position it overrode — the whole `prop->pos` vector as of M-163, not just Z). Silent during FPS play, silent on the `GE_D243X2` fields unless that env var is also set. Note: `field_3B8` x/z read at 10× world units in the smoke capture — not plain world position. | **live** (D243) |
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| `GE_D243X2` | `src/game/chr.c` (`chrTick`, gated additionally on `d243mProbeActive()`) | **Not a probe — a decisive behavioral experiment, off by default, NOT a fix.** M-162/M-163: saves `prop->pos` right before `chrTick`'s position-update dispatch (`chr.c:2541-2617`) runs, restores it at `after_position_update:` — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether `chrTick`'s own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. Always pair with `GE_D243M=1` so the `x2active=`/`x2raw=` fields on `D243M: onscreen` show whether/what it overrode — judge by those numbers, not by eye (a lesson from M-161's inconclusive-by-eye negative). Revert once the experiment reports; do not ship. | **live, test-only** (D243) |
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| `GE_D243X2` | `src/game/chr.c` (`chrTick`, gated additionally on `d243mProbeActive()`) | **Not a probe — a decisive behavioral experiment, off by default, NOT a fix.** M-162/M-163: saves `prop->pos` right before `chrTick`'s position-update dispatch (`chr.c:2541-2617`) runs, restores it at `after_position_update:` — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether `chrTick`'s own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. **M-163's live result: NEGATIVE for the visible shake** — `prop->pos` genuinely went smooth (log-verified) but the shake was unchanged, because the camera's look-at filter reads a *different* variable (`field_488.pos`, see `GE_D243X3`) that this experiment never touches. Kept in the tree as a real, useful (if ultimately not the visible-symptom fix) data point — always pair with `GE_D243M=1` so the `x2active=`/`x2raw=` fields on `D243M: onscreen` show whether/what it overrode. Do not ship. | **live, test-only** (D243) |
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| `GE_D243X3` | `src/game/bondview2.c` (`playerTick`, the `field_488.pos` write site, gated on `g_CameraMode == CAMERAMODE_POSEND`) | **Not a probe — the experiment that actually confirmed the mechanism, off by default, NOT a fix.** M-167: skips the `field_488.pos.x/y/z` assignment (`bondview2.c:10495-10497`) entirely while POSEND is active, freezing it at whatever value it held the instant suppression engaged. `field_488.pos` — not `prop->pos` — is what the cutscene's leaky-integrator look-at filter (M-143, `field_3B8`/`field_3C4-8-C`) actually reads; it comes from `render_pos` (the model's animated-skeleton readback), an independent data path from `prop->pos`. **Live-confirmed positive: user — "yep camera shake is gone now."** Logs a companion `D243M: f488write frame=... idx=... x3active=... f488pos=x,y,z` line (always-on when `GE_D243M=1`, independent of whether `GE_D243X3` itself is set) so the freeze is log-verifiable. Bond's own rendered body still visibly duplicates/glitches even with this active — a separate consumer (`render_pos`'s draw-path read, not this camera-feed copy) of the same underlying cycling skeleton state, not yet addressed. Revert once a real root-cause fix replaces it; do not ship as-is. | **live, test-only** (D243) |
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| `GE_D193` | `src/game/frametiming.c` (`waitForNextFrame`, `#ifdef PORT`) | Per-wall-second line: `render=` rendered frames, `sim=` sim ticks delivered (Σ of the `deltaFrames`/`g_ClockTimer` fed downstream), `clamped=` frames whose catch-up hit `FRAMETIMING_PORT_MAX_CATCHUP`, `maxraw=` largest pre-clamp delta. Healthy steady state = `render=30 sim=60 clamped=0 maxraw=2` (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. | **live** (D193) |
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| `GE_D193A` | `src/game/chr.c` (`chrTick` → `d193aSample`, plus `d193aMoved` in `chrUpdateAnim`; `#ifdef PORT`) | Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): `chr=` chrnum, `act=` ACT_TYPE, `speed=` world-units travelled/s, `gtd=` g_GlobalTimerDelta, `tier=` `act_gopos.unk59` SPEED tier (0 walk / 1 run / 2 sprint; `-1` when not ACT_GOPOS), `gspd=` `act_gopos.speed` (**a turn rate, not a travel rate** — 0 means running straight), `typ=` PROP_TYPE (3=CHR, 6=VIEWER), `tick=`/`move=`/`frz=` chrTick entries vs `chrUpdateAnim` calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; `move=0` at high `speed` = WAYMODE_MAGIC), `hid=` CHRFLAG_HIDDEN, then the root-motion scalars `scale` / `xlscale` / `animrate` / `playspeed` / `mspeed` (model->speed) / `endframe` / `anim` ptr / `aidx=` that pointer reverse-resolved to its `animation_table_ptrs1` index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via `src/game/initanitable.c`). `GE_D193A_CHR=<n>` restricts to one chrnum. **This probe found D209**: Cradle showed `tier=1` (RUN) with `aidx=40/107` (walk anims) on every sample. | **live** (D193/D209) |
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| `GE_D193B` | `src/game/model.c` (`sub_GAME_7F06D3F4`, `#ifdef PORT`) | Rate-limited (1/97) raw anim root-motion decode trace (D193): `joint=` / `flip=` / `base=` mtx channel index / `frame=` / `tmp=` decoded s16 translation triple from the anim bitstream / `angle=` / `anim` ptr / `bd=`+`bs=` the D32 u32 bitDescriptors/bitStream addresses / `njoints`. M-80 Facility: `base=0`, `angle=0` **always** (root-motion facing delta never non-zero — top lead), `tmp` ≈ (±small, ~1086 hip-height, ±small). Compare `tmp`/`angle` magnitudes against a clean N64 decomp build of the same anim+frame. | **live** (D193) |
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